CONTENTS

Chapter 1: Hero ...... 6 Notice (Wis) ...... 78 Prestidigitation (Dex) ...... 79 Creating a Character ...... 6 Resolve (Con) ...... 80 Step 0: Concept ...... 7 Ride (Dex) ...... 80 Step 1: Attributes ...... 8 Search (Int) ...... 81 Step 2: Origin ...... 9 Sense Motive (Wis) ...... 81 Species ...... 9 Sneak (Dex) ...... 82 Human Talents ...... 18 Survival (Wis) ...... 82 Specialty ...... 21 Tactics (Int) ...... 83 Step 3: Career Level ...... 27 Feats ...... 84 Step 4: Class ...... 28 Basic Combat Feats ...... 85 Assassin ...... 30 Melee Combat Feats ...... 87 Burglar ...... 32 Ranged Combat Feats ...... 92 Captain ...... 34 Unarmed Combat Feats ...... 93 Courtier ...... 36 Chance Feats ...... 94 Explorer ...... 38 Covert Feats ...... 95 Keeper ...... 39 Gear Feats ...... 96 Lancer ...... 41 Skill Feats ...... 99 Mage ...... 43 Species Feats ...... 99 Priest ...... 44 Spellcasting Feats ...... 105 Sage ...... 46 Style Feats ...... 107 Scout ...... 48 Terrain Feats ...... 108 Soldier ...... 50 Alchemist (Expert Class) ...... 52 Chapter 3: Grimoire ...... 110 Beastmaster (Expert Class) ...... 53 Edgemaster (Expert Class) ...... 55 Arcane Casters ...... 110 Paladin (Expert Class) ...... 56 Divine Casters ...... 110 Rune Knight (Expert Class) ...... 58 The Schools of Magic ...... 111 Swashbuckler (Expert Class) ...... 59 Spellcasting (Int) ...... 111 Step 7: Interests ...... 61 Spell Descriptions ...... 112 Level ...... 112 Step 8: Character Sheet ...... 61 Casting Time ...... 113 Chapter 2: Lore ...... 62 Distance ...... 113 Area ...... 113 Action Dice ...... 62 Duration ...... 113 Skills ...... 63 Saving Throw ...... 113 Buying Skill Ranks ...... 63 Preparation Cost ...... 115 Skill Checks ...... 63 Effect ...... 115 Special Skill Results ...... 65 Alphabetical List of Spells ...... 115 Opposed Checks ...... 66 Cooperative Checks ...... 66 Chapter 4: Forge ...... 152 Team Checks ...... 66 Knowledge Checks ...... 66 Coin ...... 152 Complex Tasks ...... 67 Lifestyle ...... 153 Downtime ...... 68 Carrying Capacity ...... 154 Acrobatics (Dex) ...... 69 Gear ...... 154 Athletics (Str) ...... 70 General Equipment ...... 156 Blend (Cha) ...... 71 Goods ...... 156 Bluff (Cha) ...... 72 Kits ...... 159 Crafting (Int) ...... 72 Locks & Traps ...... 160 Disguise (Cha) ...... 73 Supplies ...... 162 Haggle (Wis) ...... 74 Consumables ...... 162 Impress (Cha) ...... 74 Elixirs ...... 163 Intimidate (Wis) ...... 75 Food & Drink ...... 165 Investigate (Wis) ...... 76 Poisons ...... 165 Medicine (Int) ...... 77 Scrolls ...... 167

 CONTENTS

Services ...... 167 Rogues Gallery ...... 244 Transportation ...... 169 Rogue Templates ...... 248 Mounts ...... 169 Beyond the Stats ...... 249 Vehicles ...... 169 Bestiary ...... 253 Armor ...... 173 Monster Templates ...... 286 Weapons ...... 176 OGL Conversions ...... 295 Weapon Qualities ...... 176 Blunt Weapons ...... 177 Chapter 7: Worlds ...... 304 Edged Weapons ...... 178 World Building ...... 304 Hurled Weapons ...... 181 What’s the Spirit of Your Game? ...... 304 Bows ...... 182 What’s Your Game’s Genre? ...... 305 Black Powder Weapons ...... 183 What’s Your Game’s Era? ...... 305 Siege Weapons ...... 183 What Do People Believe? ...... 307 Weapon Upgrades ...... 184 Paths ...... 310 Reputation and Prizes ...... 186 Can People Cast Spells? ...... 314 Renown ...... 187 What Species Exist in Your Game? ...... 315 Favors ...... 187 Nations and Organizations ...... 316 Contacts ...... 191 Way of Life ...... 317 Holdings ...... 192 Trade and Currency ...... 317 Magic Items ...... 193 Gear ...... 318 Languages and Studies ...... 319 Chapter 5: Combat ...... 202 The Calendar ...... 319 Setting Up ...... 202 Crimes and Punishment ...... 319 The Order of Combat ...... 203 History ...... 321 Movement ...... 204 Geography and Climate ...... 321 Attacks ...... 204 Campaign Qualities ...... 322 The Standard Attack Check ...... 205 Adventure Building ...... 327 Injury and Death ...... 206 Story Seeds ...... 327 Special Attack Results ...... 207 PC Motivations ...... 327 Advanced Damage ...... 208 Adversaries and Other NPCs ...... 328 Critical Injuries ...... 208 Locations ...... 329 Massive Damage ...... 208 Scenes and Encounters ...... 330 Damage Reduction ...... 208 Menace ...... 334 Damage Resistance ...... 209 Threat Level ...... 335 Damage Types ...... 209 Scenes ...... 335 Healing ...... 212 Traps ...... 338 Conditions ...... 212 Complex Tasks ...... 338 Special Combat Rules ...... 214 Diseases ...... 341 Actions ...... 218 Experience ...... 342 Advanced Actions and Tricks ...... 221 Reputation ...... 342 Restricted Actions ...... 223 Treasure ...... 344 Raw Materials ...... 356 Chapter 6: Foes ...... 224 Campaigns ...... 356 NPC Basics ...... 224 Running Fantasy Craft ...... 357 Building an NPC ...... 225 GM Action Dice ...... 365 Step 0: Concept ...... 225 Hints ...... 366 Step 1: Statistics ...... 226 Narrative Control ...... 366 Step 2: NPC Qualities ...... 230 Managing Skill Difficulty ...... 368 Step 3: Attacks ...... 235 Managing Downtime ...... 371 Step 4: Gear and Treasure ...... 239 Travel Encounters ...... 372 Step 5: XP Value ...... 240 Disposition ...... 373 Prepping an NPC for Play ...... 240 Morale ...... 379 Using an NPC ...... 241 Subplots ...... 379 Tips & Tricks ...... 241 Cheating Death ...... 384

 INTRODUCTION

INTRODUCTION YOUR PLAY GROUP Fantasy Craft collectively refers to all players, including the You hold in your hands the gateway to unlimited adventure . GM, as a play group, or just “group ”. Conversely, the PCs are In Fantasy Craft, you can become a mighty warrior, a cunning collectively referred to as the party . There are many kinds of play thief, or a crafty mage, bending primal forces to your will . You groups and many kinds of parties, and sometimes the same play can visit impossible places and do things beyond your wildest group will create lots of different kinds of parties over the course dreams: explore the long lost tombs of fallen gods, face down of its time together . In general, there are three choices every armies of the undead and their sorcerous lich lords, and yes, group makes about the game, sometimes subconsciously . even save the world . Not our world, not this one, but your world . Fantasy Craft lets you create and visit places in your mind’s eye . SOCIAL PLAY VS . TACTICAL PLAY The only limit is your imagination . Some groups prefer a jovial game where everyone’s laughing and goofing off all the time . Others like a serious game where everyone’s focused on their characters and the adventure . Social ROLEPLAYING play is more casual and some claim it’s easier to get into and maintain over time, but tactical players swear by their approach, A roleplaying game (or RPG) is part creative workshop and claiming that nothing competes with really losing yourself in the part improvised theater . There is no board or play pieces (though RPG experience . sometimes you might use a play mat to illustrate complex areas in the game world, and you can even use miniature figures to STORYTELLING VS . COMBAT show where various characters are located) . Most of the time, Similarly, some groups prefer their adventures focus on ideas, the action takes place in your mind, which is why an RPG is so plots, and character growth . A few even look for ways to invest special . You aren’t limited to the spaces on a board — you can go emotionally in their characters, fully embracing their alter-ego anywhere and do anything you can think up . as a method actor would a new role . Others crave action: the Each player uses the rules to create a player character (or PC), thrill of combat, and the desperate danger of perilous situations . his alter ego in the game world . A PC doesn’t have to be anything Again, there’s no right option, though the parts of the rules used like the player (in fact, he doesn’t even have to be human) . Some and the types of adventures played are very different . PCs can fly, cast spells, speak languages we can’t even pronounce, and more . A PC has his or her own philosophy and opinions, SAFE PLAY VS . RISKY PLAY which may or may not line up with the player’s own, and that’s a Finally, there’s the division between cautious groups seeking lot of an RPG’s fun: becoming someone entirely different . as much information as they can find, carefully weighing every The player controls every action his PC takes and every word decision, and those that rush headlong into each situation, more he says, and guides him through adventures alongside the other concerned with keeping the game moving than making the players’ characters . These adventures, and most of the game “right” calls . Player characters can get hurt and even die in an world, are also created — by the Game Master (or GM), who RPG, and as in real life you can very rarely if ever change the also creates and controls all the people the PCs meet in their past, all of which supports safe play, but detractors argue that it’s adventures . Some of these non-player characters (or NPCs) a game and part of the fun is letting go . are the PCs’ friends and foes, while others are just people they meet in their journeys (merchants, bar keeps, town guards, FINDING THE BALANCE nobles, beggars, prophets, and others) . Every group and party must decide its own approach . Often, An RPG is played across one or more sessions, each usually especially when players like different types of fiction, there will four to five hours long (though yours might be longer or shorter) . be debate . This is healthy, but whenever possible you should Before the first session, the GM creates the world and prepares an leave it for the periods between game sessions . When you’re in adventure, which is like an open-ended novel with a beginning but the moment, run with what seems to entertain the most players no end . The players create their characters and the GM (usually) at any time, and be sure to give the rest a little of what they want incorporates some specific ways for the PCs to get involved into when you can . Like any group activity, an RPG is about people the adventure . coming together, which requires acceptance and compromise . The game starts with the GM describing where the characters are and what’s going on around them . From that point the game is completely freeform . The players describe their PCs’ actions and the GM describes everything they see, hear, and feel, speaking for NPCs when they appear .

 INTRODUCTION

MASTERCRAFT Fantasy Craft is powered by one of the most robust RPG rule GENDER AND PRONOUNS sets available: Mastercraft is the culmination of almost a decade of experience honing a single game system, which is itself based After this introduction, Fantasy Craft uses male on the oldest, most respected RPG on the market . pronouns. This is merely to keep the text simple and Mastercraft’s greatest strengths are its incredible versatility easy to read. There’s no expectation that all players or and customization . GMs and players have absolute authority to characters will be male. Indeed, your games may well create the characters, worlds, adventures, and NPCs they want feature both (or either). without complex, hard-to-find or -use mechanics . Also, this book frequently speaks directly to the Better still, Mastercraft assumes no genre or time period, reader — sometimes to the player and other times to making it the ideal vehicle for games of any kind . Crafty Games the character. Again, this is a matter of simplicity. In will be expanding the system with new game lines in many genres the event that this gets confusing, consider the context and time periods, but it all begins here, with . . and the intent should become clear. FANTASY CRAFT This Mastercraft game focuses on high adventure fantasy like The Lord of the Rings, the Narnia series, A Song of Ice and Fire, and the saga of Conan the Cimmerian . Player characters are PLAYERS heroes, villains, or mercenaries in another world where magic Each player’s first destination is Chapter 1, which describes and miracles may very well be real . They might adventure for the basic process of creating a hero . Parts of this process point glory, wealth, or to help those less fortunate . In some worlds, they to Chapters 2–4, which cover action dice, skills, and feats; magic might fight amazing, often hostile creatures that can breathe fire, and spells; and gear, respectively . At least at first, it’s probably teleport, and even swallow enemies whole . best to concentrate on the core concepts, choose some options Enemies are myriad, ranging from greedy brigands to power- that look fun and easy to use, and read the rules supporting those . hungry sorcerers to conniving politicians to, perhaps, the gods Don’t try to learn what every option does and above all don’t feel themselves . Often the strongest of them command legions the need to make an informed decision about which options are of inhuman servants — , trolls, imps, devils, abominable “best” (for you or in general) . Fantasy Craft can create millions monkey men forged of sorrow, and more — that the heroes wade of unique characters and it will take a while to absorb even a through in their quest for triumph . fraction of the available combinations . Fantasy Craft includes everything you need to tell any fantasy story you can imagine . The players can go from simple stable THE GAME MASTER hands to knights of the realm, break free of slave shackles to rise The GM’s view of the game must necessarily be a bit broader, against an oppressive empire, seek the hallowed knowledge of but fortunately everything he needs to run the game, at least forbidden kingdoms lost to time, and more . at first, is confined to Chapters 2 (Action Dice and Skills), 5 (Combat), 6 (Bestiary), and 7 (Worlds) . Start with the first two, keeping your reading in Chapter 2 to just the basics of action GETTING STARTED die and skill use . This will give you a firm understanding of the game basics . After that, skim Chapter 7 and come up with a basic Expect to spend a little time with this book before your first adventure (you can build your own world later) . Read through session — a few hours if you’re a player and perhaps a weekend if Running Fantasy Craft and the rules that follow, choose a few you’re the GM . Initially, you should each read the bits important adversaries from Chapter 6, and you’re ready to go! for your roles at the gaming table (see next), but after that the best way to learn is by doing . Schedule a trial session and try a EXPANDING YOUR GAME few skill checks and a mock combat using characters made in When you’re ready for more, Crafty Games is there for you! your first read-through . See if any questions crop up and if so, We offer a wide range of expansion products through our website spend the time to find the answers as you go . and online store — including pre-made adventures so you don’t Fantasy Craft uses a variety of dice (d4, d6, d8, d10, d12, and have to build your own — and one of the most vibrant, supportive d20), which you can pick up at any hobby store . Be sure to have online communities in gaming . If you’ve got rules questions or at least two sets for the group, as well as plenty of blank character need advice as a player or GM, stop by www.crafty-games.com sheets, pencils, and enough munchies to go around . to take your game to the next level .

 HERO

IMPAIRMENT SPECIES Your attribute scores may change over time, sometimes Fantasy Craft features 12 playable species, each with its own temporarily, sometimes permanently. When a change is strengths and weaknesses. Splinter races, like “hill dwarves” and permanent, all of your affected scores change accordingly. The “dark elves,” are available through Species feats (see page 99). same is true of temporary changes, except for vitality, wounds, Every species is defined by its Type. skill points, known spells, and Lifestyle, which are only affected by permanent attribute changes. TYPE When an attribute is temporarily impaired, it heals at 1 point Your Type sets your Size, means of locomotion, wounds, and per day, so long as you get at least 8 hours’ sleep in that time. various character options and rules that apply to all members of your species. Most fantasy species are ‘folk,’ a Type that conveys Example: Kevin temporarily loses 4 points of Dexterity, no special rules; other Types are defined in Chapter 6: Foes (see dropping his score from 15 to 11 and his modifier from +2 to +0. page 226). This reduces his ranged attack bonus, Initiative bonus, Defense, Reflex save bonus, and Dexterity-based skill check bonuses DRAKE by 2 each. After 24 hours of further adventure, he recovers 1 You’re a drake, proud kin to dragons. Physically, you fit the point and his modifier rises to +1. Another 24 hours after that, classic depiction; you possess scaly skin, a serpentine body, assuming he’s been getting enough shut-eye, he heals another wicked talons, destructive breath, and massive wings. Your hide point, but his modifier won’t rise again until the end of Day may be red or brown and your scales might be black, blue, green, 3. Unless Kevin suffers further Dexterity impairment, he fully or gold, depending on your birthplace and ancestry. recovers the attribute after Day 4. Your early life was in all likelihood a solitary existence, spent carving out territory and mastering anything that caught your An attribute may not drop below 0. When one or more of fleeting interest. You might bear a name granted for notable deeds your attributes drop to 0, you fall unconscious until each of your or traits, or command a title of appropriate stature — for you are attributes is at least 1. In the meantime, you must make a Fortitude due respect and awe. Yours is a cunning and sometimes cruel save once per day and each time you suffer additional attribute species, with little patience for those who fail to recognize your impairment, against a DC of 10 + 1 per previous save. With failure, greatness, or worse, interfere with your many plans. You regard your wounds immediately drop to –10, resulting in death. precious few as allies and still fewer as friends, but for them you harbor deep, enduring affection. They are to be afforded the same rights and privileges as you, for they stand beside legend. STEP 2: ORIGIN Common Personality Traits: Aloof, greedy, proud, self- centered, wise All heroes start somewhere. Some are humble commoners Common Physical Traits: Hissing voice, shimmering scales, before the seeds of adventure take root while others are destined darting eyes, dagger-like teeth for greatness from their first breath. One of the ways you paint Example Names: Icebite, Wrathbane, Deathwing, Sunscale, these details into your background is with your Origin, which Nighteye combines a Species describing your race with a Specialty that Splinter Race Feats: Elemental Heritage (fire drake, ice suggests your history or profession before joining the ranks of drake, wind drake, or other elemental drake), Truescale (cloud the valiant and virtuous. drake, mountain drake, swamp drake, or other terrain drake). Choose 1 Species and 1 Specialty; together they offer a Unless you choose one of these, you’re a ‘lesser drake.’ package of benefits supporting a simple name (e.g. “Pech Fencer” Type: Large (2×3) quadruped beast with a Reach of 2 (see or “ Tribesman”). If your Species choice is Human, choose a page 226). Your maximum wounds equal your Constitution score Talent as well. A summary of Origin benefits is found on Table × 1.5 (rounded down). 1.3: Origins (see page 10). • Attributes: +2 to Strength or Intelligence, –2 to Dexterity ORIGIN SKILLS • Base Speed: 30 ft. Once you choose your Origin, skip forward to Chapter 2 and • Breath Weapon: Once per round as a full action you may choose two skills you feel someone with your background should breathe fire in a 20-ft. line, inflicting 2d6 + your Con inherently grasp. These become your “Origin skills,” meaning modifier in fire damage. Make a single ranged attack against that you can always spend skill points to buy ranks in them, even all characters and objects in the path; each character hit may when they’re not currently class skills for you (see page 63). make a Reflex Save (DC 10 + the number of Species feats Some character choices grant Origin skills, which are gained you have + your Con modifier) to suffer only 1/2 damage in addition to these two. (rounded down).

 CHAPTER 1

• Cold-Blooded: You require only 1 common meal per day but You most likely came up in a clan — the core of dwarven suffer 1 additional damage per die from cold and aresickened society — and wear your clan name as a badge of great pride. for a number of rounds equal to 1/2 any cold damage taken Your deep familial ties ensure you’re quick to honor debts and (rounded down). If you suffer continuous cold damage — avenge slights against your ancestors. Through the heat of battle such as from the environment — you are sickened until you and the chill of conflict, you’ve also forged strong bonds with escape the source of the damage. your companions, and remain a stout and true-hearted friend • Inquisitive Mind: You gain 2 additional Interests. to the bitter end. • Natural Attack: You gain the Bite I and Claw I natural Common Personality Traits: Brave, gruff, persistent, attacks (see page 235). If you gain a natural attack from reliable, stubborn multiple sources, the attack’s grade becomes equal to the Common Physical Traits: Beard, barrel chest, sturdy build, highest single grade + 1 per additional benefit granting the heavy brow, incredible endurance same attack, to a maximum of V (e.g. Bite IV, Bite III, and Example First Names: Hrothgar, Durik, Snori, Baldar, Bite I become Bite V). Mordn, Gulid • Reviled: The Dispositions of non-drakes decrease by 10. Example Clan Names: Fireheart, Stonehand, Silvermine • Winged Flight: You may fly with a Speed of 40 ft. Splinter Race Feats: Hill-Born (hill dwarf), Lava-Born (magma dwarf). Unless you choose one of these, you’re ‘stone DWARF born’ (a mountain dwarf). You’re a dwarf, a stout and reliable clansman somewhat Type: Medium biped folk with a Reach of 1. Your maximum shorter than a human with similar appearance. Your people wounds equal your Constitution score. are famous for their tenacity and physical toughness, and often develop great skill as craftsmen due to their willingness to set • Attributes: +4 Constitution, –2 Dexterity aside frivolity for the simple pleasure of a job well done. Despite • Base Speed: 20 ft. frequent accusations that dwarves are curmudgeons, you have a • Darkvision I: You ignore the effects of dim and faint light. deep appreciation for all things beautiful and are quick to adopt new technologies and innovations.

12 CHAPTER 1

COURTIER

Not all adventurers live and die by the sword; some, like the Courtier, prefer to exploit words. This silken-tongued schemer is part nobleman and part swindler, manipulating the dreams and desires of friend and foe alike. His plots shape kingdoms, make fortunes, incite riots, destroy reputations, and shatter worlds. Depending on your campaign, a Courtier could be... • An eloquent aristocrat whose family has navigated the royal court for generations • A cunning criminal mastermind amassing a horde of ill-gotten gold • A fiery revolutionary leading the people against an evil tyrant • A well-spoken elder commanding the respect of many tribes • A warrior-prince selling his devious services to the highest bidder

Party Role: Talker/Backer. Your golden tongue gives your party a decisive edge whenever a changed mind or a new perspective might save the day (or your skins). You can influence anyone, anywhere — even the heat of battle — and the incredible diversity of your abilities ensures your party is never without options. CLASS FEATURES Favored Attributes: Charisma, Wisdom, Dexterity Class Skills: Bluff, Haggle, Impress, Intimidate, Investigate, Notice, Prestidigitation, Resolve, Ride, Sense Motive Skill Points: 6 + Int modifier per level (×4 at Career Level 1) Vitality: 9 + Con modifier per level Starting Proficiencies:3 CORE ABILITY Only the Finest: You reputation relies on impressions — of you and your teammates. Your Appearance bonus and that of each teammate increases by 2. on Supplies and bribes. This represents the wide array of tools at your disposal, from desired trinkets to making and calling in CLASS ABILITIES favors to leveraging your position and influence. With a Word: Shaping the thoughts and feelings of others is Gifts and Favors II (city): At Level 11, you may also spend second nature to you. At Level 1, each time you fail a Haggle or this money on Services. Impress check and don’t suffer an error, you still succeed as long Gifts and Favors III (city): At Level 19, you’ve become a as the check DC (or your opponent’s check result) is equal to or great patron and may also spend this money on Crafting checks. less than your Class Level + 20. If several grades of success are Obligations: You’ve developed a spanning web of debts and possible, you achieve only the lowest possible positive result. exchanges and can pull strings all over. At Levels 3, 7, 11, 15, and If you gain this ability for either skill from two or more 19, you gain 30 Reputation that must be spent to purchase or classes, add together your levels in all classes granting the ability improve contacts. when determining its effect. Eloquence: At Levels 4, 12, and 20, the lower of your Gifts and Favors I (city): At Level 2, you gain an additional Intelligence or Charisma scores rises by 1. pool of money equal to your Lifestyle × your Class Level × 5 Rise to Power: At Levels 5, 9, 13, and 17, you gain 1 Lifestyle silver at the beginning of each adventure that may only be spent or your Noble Renown increases by 1.

36 HERO

Table 1.8: The Courtier Level BAB Fort Ref Will Def Init Lifestyle Legend Special 1 +0 +1 +0 +2 +0 +2 +2 +1 Only the finest, with a word 2 +1 +2 +0 +3 +1 +3 +3 +1 Gifts and favors I 3 +1 +2 +1 +3 +1 +4 +3 +2 Obligations 4 +2 +2 +1 +4 +2 +5 +4 +2 Eloquence 5 +2 +3 +1 +4 +2 +5 +4 +3 Rise to power 6 +3 +3 +2 +5 +2 +6 +5 +3 Power play 7 +3 +4 +2 +5 +3 +7 +5 +4 Obligations 8 +4 +4 +2 +6 +3 +8 +6 +4 Master Plan I 9 +4 +4 +3 +6 +4 +9 +6 +5 Power play, rise to power 10 +5 +5 +3 +7 +4 +10 +7 +5 Master of graces I 11 +5 +5 +3 +7 +4 +10 +7 +6 Gifts and favors II, obligations 12 +6 +6 +4 +8 +5 +11 +8 +6 Eloquence, power play 13 +6 +6 +4 +8 +5 +12 +8 +7 Rise to power 14 +7 +6 +4 +9 +6 +13 +9 +7 Never outdone 1/scene 15 +7 +7 +5 +9 +6 +14 +9 +8 Obligations, power play 16 +8 +7 +5 +10 +6 +15 +10 +8 Master plan II 17 +8 +8 +5 +10 +7 +15 +10 +9 Rise to power 18 +9 +8 +6 +11 +7 +16 +11 +9 Power play 19 +9 +8 +6 +11 +8 +17 +11 +10 Gifts and favors III, obligations 20 +10 +9 +6 +12 +8 +18 +12 +10 Eloquence, master of graces II

Power Play: If politics is war by other means then you’re a • Slanderous: The threat ranges of your Influence and Browbeat mighty general indeed. At Levels 6, 9, 12, 15, and 18, you may checks to reduce Disposition increase by your Intelligence choose 1 of the following abilities. Each of these abilities may be modifier (minimum +1). chosen only once. • Sterling Reputation: When you or your allies lose Reputation, the loss decreases by 2 (minimum 0). • Beguiling: When you successfully Taunt a character, you may decline the standard result to have your target become fixated Master Plan I: At Level 8, once per adventure as a free on you for 1d6 rounds. Special characters and villains may action, you gain a number of bonus d4 action dice equal to your spend 1 action die to cancel this effect and become immune Intelligence modifier (minimum 2). These dice are lost ifnot to this ability for the rest of the scene. If you gain this benefit spent by the end of the current scene. from multiple sources, you may also damage the target once Master Plan II: At Level 16, these bonus action dice increase without interrupting his fixation (you may do this only once, to d6s and you may distribute some or all of them to allies able no matter how many times you gain the benefit). to see or hear you. • Entourage: You gain the Followers feat (see page 98), the Master of Graces I: At Level 10, once per adventure as a NPC group consisting of Attendants (see page 244). You free action, you may gain 2 temporary Style feats that last until may gain the Followers feat a second time later, as your the end of the adventure. character options allow. Master of Graces II: At Level 20, you may use this ability • Expertise: Choose one: Bluff, Haggle, Impress, Intimidate, once per scene and its benefits last until the end of the scene. Investigate, Notice, Prestidigitation, Resolve, Ride, or Sense Never Outdone: You really, really hate to lose. At Level 14, Motive. Taking 10 with this skill doesn’t take twice as long and once per scene after making an opposed skill check but before taking 20 takes only 10 times as long. the check is resolved, you may set your result to 1 higher than • Hoard: Your maximum Prizes increase by 2. that of your opponent. This cannot result in an error or threat. • Land and Title: You receive a 20% discount when purchasing If both characters use abilities that set their result based on the holdings. Also, NPCs automatically know your name and other character’s result, both abilities are expended without title. effect (canceling each other out). • Man of the Court: Once per adventure as a free action, you may gain a free Invitation Favor with a cost equal to your Class Level + 5. Unless used, this Favor is lost at the end of the scene.

37 CHAPTER 6: FOES Nothing defines fantasy gaming quite like its menagerie of memorable opponents: cunning warlords, opportunistic brigands, savage orcs, lumbering trolls, implacable golems, scheming liches, and of course, treasure-hording dragons. This chapter offers a hassle-free way to create any non-player character or monster you can imagine. Gone are arcane processes — this fast and flexible system builds just the right friend or foe, right now! Better yet, Fantasy Craft NPCs and monsters automatically scale to match the players’ Career Levels, making them useful without modification throughout your entire campaign! Conversion rules are included so you can make use of all those OGL products you’ve collected over the years (see page 295), but you can get started with dozens of pre-built friends and foes in the Rogues Gallery and Bestiary (see pages 244 and 253, respectively). NPC BASICS

Fantasy Craft features two types of non-player characters (NPCs): standard and special. Standard characters populate the backdrop and rarely contribute significantly to the world or the plot. Few have names. Special characters, on the other hand, are focal points in the setting or story — they always have names and tend to have significant power or authority. They’re also harder to kill than standard characters, have access to exclusive abilities, and trigger special rules in and out of combat. Any NPC may be standard or special (see page 337). The choice is entirely up to the GM, based on the needs of the adventure. To qualify as a special character, an NPC should play an important role in the adventure, pose a significant challenge to the party, or be important to the GM’s plans; otherwise, he should probably be standard. ADVERSARIES The GM may further define any NPC as an adversary, making the character an antagonist of the story and/or an intended threat to the party. Adversaries trigger various rules and are vulnerable to certain hero abilities. Like all NPCs, they can be standard or special (see page 337). ROGUES AND MONSTERS Traditional NPCs (e.g. shopkeepers, town guards, etc.) are presented in the Rogues Gallery (see page 244), while monsters (e.g. kobolds, gelatinous cubes, and dragons) are found in the Bestiary (see page 253). This is merely for convenience, however,

224 as the same rules are used to build both. They utilize very different Step 4: Gear and Treasure (page 239): Gear assigned to options, of course, but they share similar stats and interact with a player-created NPC increases its total XP value, as the NPC the rest of the game in the same way. Outside the specific rules is assumed to be using the gear in the party’s favor. Gear and for each NPC’s stats, no special rules are required to use any treasure added to a GM-created character, however, has no XP living being in Fantasy Craft, no matter how civilized it is, what value. This is because anything held by the GM’s characters either it’s made of, how many legs it’s got, how it sees, or anything else. doesn’t affect the PCs (weapons carried by non-combatants, for All that’s important is whether each individual NPC is standard example), or is seized by the party when the fighting is done (the or special, and whether it’s an adversary or not. case with nearly all adversaries). Seized gear and treasure is its For simplicity, the term “NPC” refers to everything this own reward and therefore generates no XP. chapter can create, from people to animals to monsters. Step 5: XP Value (page 240): This step is only important for adversaries and NPCs the players build. For adversaries, the total BUILDING AN NPC XP from Steps 1–3 becomes the adversary’s bounty, or reward the characters gain for defeating the NPC (in or out of combat). Players sometimes use these rules to build followers (see page For player-built NPCs, the total XP from steps 1–4 must fall 98), contacts (see page 191), and hirelings (see page 190). Most within the amount allotted by the rule granting the follower, of the time, however, this chapter is the province of the GM, contact, or hireling. who uses it to create all the other people and monsters the party All other NPCs — the myriad inhabitants of the world that meets and fights. don’t oppose or help the characters — don’t need an XP value; Building an NPC is a simple process that begins with a blank the GM simply assigns them whatever stats, qualities, and other NPC Record Sheet. You can download one from www.crafty- features he feels best fits the needs of the setting and story. games.com or photocopy page 400 of this book. Then just follow these steps. Detailed instructions are provided for each step beginning on the pages listed in parentheses. STEP 0: CONCEPT

Step 0: Concept (right): Start with the basics. Are you Start with a basic idea: perky sidekick, morose pack laborer, building a person, animal, or monster? They all use the same stalwart champion, devious bandit king, rampaging wyvern, rules but the choices to be made in later steps are very different. mercenary goon, vicious kobold, or whatever’s needed. The Think a bit about the NPC’s appearance, motivations, strengths, advice for conceiving player characters is equally helpful here, and weaknesses. Your initial thoughts should be enough to so it might be a good idea to give that section a read before decide whether the NPC is standard or special, and whether it getting started (see page 7). The main difference is that NPCs should be an adversary. generally require far less detail — a single paragraph for major personalities and a few words for others is plenty. Focus on Step 1: Statistics (page 226): Like player characters, NPCs the most fundamental or obvious traits. Here’s a sample set of have attributes, skills, initiative and attack bonuses, Defense, questions to get you started. saves, and other statistics. Unlike PCs, a streamlined system is used to generate an NPC’s stats, making them faster to build and Visual Cue(s): What is the NPC’s most distinctive or easier to use. This system also produces part of the NPC’s total memorable feature? Answers might include tribal tattoos, a XP value. guttural growl, a pronounced limp, or an “interesting” smell. Motivation: What does the NPC want? Answers might Step 2: NPC Qualities (page 230): NPCs also differ from include money, power, revenge, or adventure. How does this player characters in that they don’t gain Origins or class levels. apply to the characters? Does he want to join them? Hunt them? Instead, they have access to “NPC qualities,” which grant them Manipulate them? special abilities and powers and sometimes assign weaknesses as Strengths: What does the NPC do well? What are his well. Each quality also has an XP value, which is applied to the most common tactics? (The answers to these questions don’t base total generated in Step 1. necessarily have to be the same.) Answers might include brute force, manipulation, subterfuge, or stealth. Step 3: Attacks (page 235): NPCs can use dozens of different Weaknesses: What are the NPC’s shortcomings? Especially attacks: weapons, claws, bites, breath weapons, paralyzing gazes, if he’s an adversary, how can the PCs exploit him? Answers might and more. Special attacks are handled in this step and add to the include cowardice, pride, greed, or vulnerability to a particular NPC’s XP value based on type, strength, range, and upgrades. situation or type of damage. Weapon-using NPCs are equipped in Step 4.

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NPCs also have Dispositions (see page 373). This value is TYPE often pre-set for a player-created NPC but otherwise it’s helpful Fantasy worlds are full of creatures that defy conventional to start thinking about how the NPC views the world and the classification: acidic slimes lurking in dank dungeons, digesting party. You might already know the NPC well enough to decide anything they creep across; dark horrors stalking the night, but don’t worry if you’re unsure — Disposition doesn’t impact born in realms without dimension; and lumbering golems the NPC’s XP value and may be set at any point in the process, of stone and steel that live without souls, animated by their or even during play for non-pivotal characters. masters’ magical will. Even so, every creature falls into a rough category, called a “Type,” which defines its fundamental characteristics. STEP 1: STATISTICS Every NPC has at least one Type and some that straddle the boundaries of physiology have two or more. Most Types An NPC’s statistics, or “stats,” consist of Size, Type, Mobility, add 0 XP but a few offer sufficient advantage to add 5 XP to the Attributes, Traits, Health, and Signature Skills. They’re assigned character’s total value. independently from one another, allowing you to create the character you want without worrying about the effects of any Animal (+0 XP): The NPC is non-sapient, relying on base single statistic on the others (though attribute modifiers do instinct and natural ability to survive. Its Intelligence score may impact some of the other stats). There’s no rule to determine not be higher than 6 and it may not become proficient except each stat — it’s purely a matter of what “feels” right. Go with with extraordinary and natural attacks. The NPC doesn’t have your gut and adjust as you get comfortable with how the a Competence bonus but it may gain Acrobatics, Athletics, numbers perform at the table. Blend, Intimidate, Notice, Resolve, Search, Sense Motive, Sneak, Survival, and Tactics as Signature Skills. Unless otherwise SIZE specified, the GM determines whether any animal is trained. The full range of options is listed on Table 5.4: Size (see page A trained animal can be ridden, accepts commands, and may 217). An NPC’s Size doesn’t impact his XP value — just run with receive advanced training (see page 83). An animal ages and must whatever works best. If you assign a Size larger than Medium, eat, sleep, and breathe. define the NPC’s footprint, which can have any dimensions up Beast (+0 XP): The NPC resembles and is easily mistaken to the listed maximum. for an animal but may have any Intelligence score. It lacks hands or other fine manipulators and can’t take actions requiring them. Example: The GM wants to build an old standby for his It can only use armor, handheld gear, and non-natural weapons campaign, an . It’s a hulking brute the size of a grizzly or specifically modified for its use. A beast ages and must eat, sleep, an ogre, so the GM makes it Large (footprint 2×2). and breathe. Construct (+5 XP): The NPC is inorganic or manufactured. Example: Later, the GM builds a character he calls It’s immune to Intelligence, Wisdom, Charisma, sneak attack, “Fortunado,” who initially serves as a friendly rival to the PCs stress, and subdual damage, as well as poison and disease. It can’t — until it’s revealed he’s spying on them for the story’s Big fall unconscious and never gains the bleeding, enraged, fatigued, Bad. Fortunado is an average human, so the GM makes him fixated, frightened, paralyzed, shaken, or sickened conditions. Medium. The NPC only suffers 1 kind of critical injury — severe internal damage (–4 to random physical attribute) — on a result of 51 A related stat is Reach. Each NPC starts with a base Reach or higher. It regains vitality normally but does not naturally heal of 1 (square, or 5 ft.), which adds no XP. This is enough for most wounds, though it may be Mended with a successful Crafting NPCs but those with unusual physiology and special abilities check using the Medicine rules (see page 77). It becomes inert may deserve a higher value. Increased Reach increases the NPC’s when reduced below 0 wounds but only “dies” when destroyed XP value by the same amount. (i.e. reduced to –25 wounds or worse). A construct doesn’t age and doesn’t need to eat, sleep, or breathe. Example: The owlbear’s not particularly long-armed, so the Elemental (+5 XP): The NPC is a physical incarnation of a GM keeps its Reach at 1. This adds no XP, so the owlbear’s XP natural or primal force, without tissue, organs, or other signs of starts at 0. biological life. It’s immune to poison, disease, subdual damage, and sneak attack damage. It can’t fall unconscious and never Example: Fortunado’s Reach is likewise set to 1. His XP starts gains the bleeding, flanked, paralyzed, or sickened conditions. at 0 as well. The NPC can’t suffer critical injuries and is banished instead of dying. An elemental doesn’t age and doesn’t need to eat, sleep, or breathe.

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Fey (+0 XP): The NPC has a deep supernatural connection to well as the bleeding, paralyzed, sickened, and stunned conditions. the wilds and is as much a spiritual embodiment of a natural force It’s also immune to critical injuries other than battered and or location as a creature of flesh and blood. Natural animals refuse broken limbs, suffering the former with any result below 30 and to attack the NPC and often flee from it unless they’re trained to the latter with any other result. The NPC suffers damage instead hunt fey or they’re attacked by the NPC or its teammates. A fey of healing from Light spells and heals instead of suffering damage doesn’t age but must eat, sleep, and breathe. from Darkness spells. It regains vitality normally but does not Folk (+0 XP): The NPC is a tool-using, civilized creature naturally heal wounds, though it may benefit from all Medicine with linguistic skills. It often lives with others of its kind and checks as normal (see page 77). An undead NPC doesn’t age and frequently bonds with other folk species, valuing cultural doesn’t need to eat, sleep, or breathe. identity above racial solidarity. A folk character ages and must eat, sleep, and breathe. Example: The owlbear is a bestial creature, capable of only Horror (+5 XP): The NPC has an alien appearance or limited reasoning and intellect. After scanning Types, the GM psychology that undermines an observer’s psyche. Any character decides it should be an Animal. This adds 0 to the owlbear’s XP other than one of the NPC’s teammates who see it suffers a –3 (for a total of 0). morale penalty with Will saves. Natural animals refuse to attack the NPC and often flee from it unless they’re trained to attack Example: Fortunado is a human and so the GM assigns him horrors or they’re attacked by the NPC or its teammates. The the Folk Type. His XP value also remains at 0. NPC is extremely resilient to injury, gaining a +4 bonus with Fortitude saves. Threat ranges of attacks made against it decrease MOBILITY by 2 and it suffers only 1/2 normal sneak attack damage (rounded Fundamentally, every NPC is a walker, burrower, flyer, down). A horror ages and must eat, sleep, and breathe. swimmer, or immobile. In all cases but immobile, the NPC’s base Ooze (+5 XP): The NPC’s amorphous, boneless body can Speed in his native environment is 30 ft., though you may increase twist, compress, and shift in a fluid fashion. Its Size is considered this Speed by adding 1 XP per additional 10 ft. You can decrease 1 category larger when resisting Bull Rush, Disarm, Grapple, this Speed as well though doing so has no impact on XP value. and Trip actions, and up to 2 categories smaller when squeezing into or through confined spaces. The NPC may hold a number Walker (+0 XP): The NPC has legs and walks, crawls, or of readied items or weapons up to 3 + its Dexterity modifier slinks on land. He may make Acrobatics and Athletics checks to (minimum 1), but can only use armor specifically designed for Climb, Jump, Run, and Swim (and may gain the superior climber, an ooze. An ooze doesn’t age but must eat, sleep, and breathe. superior jumper, superior runner, and superior swimmer qualities Outsider (+0 XP): The NPC is an abstract notion or ideal to improve these abilities). manifesting in the physical world as either flesh and blood or Burrower (+0 XP): The NPC tunnels through brittle and soft an animate object. If it has an Alignment, its attacks gain that substances. He can also become a Walker and/or Flyer at 1 XP per Alignment and it inflicts +2 damage per die against targets 10 ft. of Speed (starting with a base Speed of 0 ft.). with the opposing Alignment. When the NPC dies, it is instead Flyer (+0 XP): The NPC flies using wings or other means banished. An outsider doesn’t age and doesn’t have to eat but (e.g. levitation). While in the air, he makes Maneuver checks with must sleep and breathe. the Acrobatics skill (see pages 69 and 80). Plant (+5 XP): The NPC is an animate plant. It gains the While a winged NPC is in the air, he’s considered 1 Size larger aquatic I and light sleeper NPC qualities at no additional cost for Defense, as well as Blend and Sneak checks. His error ranges and is immune to diseases, poisons, sneak attack damage, and with attacks and Spellcasting checks also increase by 2 (or 4 while the fixated, paralyzed, and sickened conditions. A plant ages he hovers). and must eat, sleep, and breathe. The NPC can also become a Walker and/or Burrower at 1 XP Spirit (+5 XP): The NPC is a ghost or otherworldly creature per 10 ft. of Speed (starting with a base Speed of 0 ft.). who lingers here by sheer force of will. It may spend 1 full Swimmer (+0 XP): The NPC is legless and may only travel action becoming incorporeal and vice-versa, and automatically through liquid. He can’t Climb but may Jump out of liquid and becomes incorporeal if knocked unconscious. When the NPC “Run” through it (and may gain the superior jumper and superior dies, it is instead banished. A spirit doesn’t age and doesn’t need runner qualities to improve these abilities). He can swim to eat, sleep, or breathe. without making Athletics checks. He must regularly surface for Undead (+5 XP): The NPC is a supernatural force clothed in air unless he has the aquatic quality but suffers no penalties for the physical or spiritual remains of a once-living creature. It gains fighting underwater (see page 217). the darkvision I and light-sensitive NPC qualities at no additional Immobile (–5 XP): The NPC is stationary and cannot cost, can’t fall unconscious, and is immune to Constitution move (e.g. he’s permanently rooted in the terrain or bound by damage, subdual and stress damage, diseases, and poisons, as permanent magic).

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Example: The GM doesn’t think the ungainly owlbear Competence: The NPC’s base skill bonus, to which key should be any quicker than the average human, so he makes attribute modifiers are added for any non-Signature skill check it a Walker with a Ground Speed of 30 ft. (same as a human’s (except Spellcasting, which NPCs may only gain as a Signature base Ground Speed). This adds no XP and the owlbear’s value skill). remains at 0. Unlike attribute scores, grades don’t necessarily correspond Example: Fortunado is also a Walker but might need to flee to any human “average,” though it might be helpful to double- quickly, so the GM assigns a Ground Speed of 40 ft. This brings check the bonus a particular grade generates at the adventure’s Fortunado’s XP value to 1. Threat Level to make sure it doesn’t seem too high or low. Each Trait grade increases the NPC’s XP value by the same ATTRIBUTES amount. NPCs have all six basic attributes — Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma — and Example: An owlbear is tough, hard-hitting, and durable, they work just as they do for player characters, except for Lifestyle so the GM assigns Initiative III, Attack VII, Defense IV, and (which NPCs don’t have), and Health (see right). Each attribute Resilience V (as an Animal, the owlbear can’t have a Competence starts at 10 (+0 modifier), though they can be increased by adding score). This generates a total of 19 XP, bringing the owlbear’s the same amount to the NPC’s XP value. They can be decreased value to 29. as well, though this has no effect on XP value. Example: For no particular reason other than the GM’s fancy, Example: The owlbear is animalistic and reasonably strong, Fortunado gets Initiative II, Attack V, Defense III, Resilience IV, rugged and simple-minded. The GM assigns it Str 14, Dex 10, and Competence V. Fortunado’s XP value also increases by 19, Con 16, Int 4, Wis 10, and Cha 10, which increases its XP by 10 bringing his value to 46. (+4 for Strength and +6 for Con). This is the first XP added to the owlbear, so its value starts at 10. HEALTH As described in Chapter 5, standard characters have Damage Example: Fortunado needs to be impressive as he may wind save bonuses while special characters have vitality and wounds up squaring off with the party, so the GM assigns him Str 14, Dex (see page 206). Both are scored with a Roman Numeral Health 16, Con 16, Int 12, Wis 12, and Cha 16, which translate to 26 XP. grade ranging from I to X (1 to 10). This brings Fortunado to 27 XP. Standard Character: The NPC’s Health grade is cross- TRAITS referenced with the adventure’s Threat Level to determine his NPCs have five Traits — Initiative, Attack, Defense, Resilience, base Damage save bonus, to which his Constitution modifier and Competence — each of which is scored with a Roman Numeral is added. This bonus also increases or decreases by 2 per Size grade ranging from I to X (1 to 10). When the NPC is prepped category above or below Medium (minimum +0). for play (see page 240), each Trait’s grade is cross-referenced with Special Character: The NPC’s vitality is equal to his Health the adventure’s Threat Level to determine a numerical bonus, as grade × the Threat Level × 5, and his wounds are calculated as shown on Table 6.1: NPC Traits (see page 229). shown on Table 6.2: NPC Wounds (see page 230).

Initiative: The NPC’s base Initiative bonus, to which his An NPC’s Health grade increases his XP value by the same Dexterity modifier is added. amount. Attack: The NPC’s base attack bonus, to which his Strength modifier is added (for unarmed and melee attacks), Example: The owlbear’s a tough customer and gets Health V, or his Dexterity modifier is added (for hurled and ranged bringing its XP value to 34. attacks). Defense: The NPC’s base Defense bonus, which is added Example: The GM assigns Fortunado a Health score of IV, with his Dexterity modifier to a base score of 10 (e.g. with a base which brings his XP value to 50. Defense bonus of +2 and a Dexterity modifier of +1, the NPC’s Defense is 13). Unless the NPC’s Size is Medium, it applies a SIGNATURE SKILLS modifier as well(see page 217). Most of the time, an NPC makes skill checks with his Resilience: The NPC’s base save bonus, to which a modifier Competence bonus (see above). When you want an NPC to is added: Dexterity for Reflex saves, Constitution for Fortitude be especially adept with a particular activity though, you can saves, or Wisdom for Will saves. assign him one or more Signature Skills. Only skills you expect

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Table 6.2: NPC Wounds NPC Size Wounds STEP 2: Nuisance (N) 1/8 Constitution score (rounded up) Fine (F) 1/4 Constitution score (rounded up) NPC QUALITIES Diminutive (D) 1/3 Constitution score (rounded up) Tiny (T) 1/2 Constitution score (rounded up) Qualities alter an NPC’s flavor, statistics, and abilities. They Small (S) 2/3 Constitution score (rounded up) Medium (M) Equal to Constitution score can boost combat capability, grant superhuman power, and Large (L) 1.5 × Constitution score (rounded up) give mechanical weight to story and campaign decisions. In Huge (H) 2 × Constitution score combination with the rest of the NPC system, even a handful Gargantuan (G) 3 × Constitution score of qualities can generate thousands of different NPCs, making Colossal (C) 4 × Constitution score them one of the most powerful tools in the GM’s arsenal. It’s easy Enormous (E) 5 × Constitution score to overdo it though — more than a few qualities and an NPC can Vast (V) 6 × Constitution score become complicated and hard to use. An NPC’s XP value can also become unnecessarily bloated, granting too high a reward to regularly come into play should get this treatment, as non- for defeating it. Except for truly landmark characters, you should critical Signature Skills needlessly bloat XP value. probably add no more than 3–5 qualities per standard NPC and A non-Folk NPC with a Signature Skill does not suffer a no more than 5–7 per special NPC. penalty for not using a kit (as he uses the skill through natural Many qualities may be applied multiple times. Any that don’t ability or has adapted accordingly). specifically mention this, however, may only be applied once. Like a statistic, a Signature Skill is scored with a Roman Numeral grade ranging from I to X (1 to 10), which produces Example: The GM wants the owlbear’s qualities to reflect a bonus on Table 6.1 when the NPC is prepped for play. Each both its root species. On the bear side, he assigns damage Signature Skill grade except Spellcasting must exceed the NPC’s reduction 2 (+6 XP), grappler (+2 XP), and fearless I (+2 XP). Competence grade and increases the NPC’s XP value by the Owls have excellent eyesight and deadly claw attacks, so the GM same amount. also assigns improved sense (sight) and rend for an additional 4 XP. All this adds up to an additional 14 XP, bringing the owlbear’s Example: The GM thinks an owlbear should be an observant value to 56. stalker of prey, so he gives it Notice IV and Survival IV. This adds 8 XP, bringing the monster’s value to 42. Example: In keeping with his desire to keep Fortunado alive, the GM gives him cagey II (+2 XP), which lets him automatically Example: Needing to pull of prolonged deception, Fortunado succeed with 2 saves per scene. He also adds class ability (Mage: receives Bluff VII and Impress VI. This adds 13 XP, making his arcane wellspring I) for 4 XP, which lets Fortunado cast Level value 63. 1 spells without spell points, and for flavor he also adds class ability (Rune Knight: blooding rune) for 2 XP. Two additional Spellcasting is only available to NPCs as a Signature Skill. spells are added with expanded spellbook (+2 XP), and the GM When an NPC has a Spellcasting grade he knows the same rounds Fortunado’s package out with critical surge (+2 XP) and number of spells, and when he’s prepped for play he gains story-critical (+0 XP). These six qualities add up to 12 additional double the Threat Level in spell points. XP, bringing Fortunado’s value to 75.

Example: While magical in origin, the owlbear doesn’t use NPC QUALITY DESCRIPTIONS magic, so the GM skips Spellcasting. Achilles Heel (–2 XP per damage type): When the NPC suffers damage of the specified type (see page 209) or source Example: Fortunado, on the other hand, works for the (such as a weapon category, NPC Type, etc.), he also suffers an campaign’s Big Bad, which the GM decides is a powerful equal amount of lethal damage. necromancer. He settles on Fortunado being an adept of the Always Ready (+2 XP): The NPC may always act in surprise black wizard and assigns Spellcasting II, increasing the NPC’s XP rounds. value from 63 to 65. Fortunado starts with 2 spells: Command I Aquatic I (+1 XP): The NPC may hold his breath for a and Scrye I. number of minutes equal to 15 × his Constitution score. Aquatic II (+3 XP): The NPC can’t drown, and suffers no penalties when underwater (see page 217). Attractive (+1 XP per grade): The NPC gains an Appearance bonus of +2 per grade.

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